Does anyone have any thoughts on how to approach the Jund matchup? I'd love to hear them. I'm specifically thinking about Remand. Do you leave it in post-board?

As the jund owns enough disrupt, if you are in the play, and own 1x Spell Pierce, already reassures enough.
However when he is in play, the hand to be keep has to be one that you can recover from the disrupt in time and still try to solve a Living End.

I am currently 70/30 in this fight using this strategy, but the luck factor is also very relevant in any game.

The biggest concern in this confrontation is to get rid of the disrupt initially, and prevent Scavenging Ooze from falling, in case he comes down, we will have to play around him.

Taking advantage of the post, I bring the experience I had in the last league I played, with the respective considerations:

2-1 Jeskai Control: As usual, it is always a very easy match, however, we can not hesitate and try to solve the Living End with a void backup.2-0 Goblin Storm: Easy.0-2 Eldrazi Tron: I lost the match because I could not find the Living End and As Foretold in time.1-2 U/R Breach: This is a game that does not solve an As Foretold after T4, or we can solve it in T3, or we play around their combo, which is very easy to get around with the options we have. The game that I lost, was because I gave a remand in the Snapcaster Mage (happens in the best families).

In other words, I had a poor performance in this league, but although the deck is "recent" and still evolving, it is able to cope with the most popular decks of the goal. I hope that soon it will achieve a consistency to become highly competitive.

So over time I've seen that the main problem of our deck is the disrupt, this ends up with our combo in a way that sometimes we can not recover, so I found little just 1x Leyline of Sanctity., I usually use 3x of SB.

I really need to test my build against Mardu, Hollow One and Humans.

Yesterday I made 3-1 in the regular championship:

1-2 Jeskai Control: (The match against the Jeskai was due to a problem we had as far as the opposing player taking advantage of the judge is not present and requesting that the phase transition be reverted. Anyway, that made me extremely angry at him for using it in bad faith.)2-0 Grixis DS: (Game was very quiet, in the game 1x I was saved by Bojuka and E.E)2-1 Boogles: (Game was very easy)2-0 Ponza: (Game was very easy)

While I'm here, I'd like to talk a bit about this deck's place in Modern. I hope this will be helpful to those who are considering picking up the deck and those who are just getting started. Please note that this represents my opinion based on observations and 100+ matches with the deck.

I came across a thread on Reddit that posed the question, "Why has Mono Blue Living End fallen out of favor?" The deck was extremely popular in December 2017 and it has slowly decreased in popularity throughout the year. To that point, here are three potential reasons why:

1) The deck has a legitimately bad humans matchup. According to MTGGoldfish.com, Humans is the most popular deck in Modern with roughly an 8% metagame share. Save drastic main deck decisions and an overloaded sideboard, we have to accept that the combination of disruption and aggression will give our deck a hard time. A fairly stock Living End As Foretold list is probably 20/80 to a stock humans list. You can splash colors or select cards to give yourself 5-10 percentage points in the matchup, but I don't see the matchup getting much better than that. Many people do not want to be that much of an underdog to one of the top decks in Modern, so some may shy away from it for that reason.

2) The deck has a direct fail rate. You can do everything right, have close to the perfect 75 and still lose because all four copies of As Foretold are in the bottom 25% of your deck. This will undoubtedly rub people the wrong way. There is a degree of variance and risk involved with playing this deck that will turn people away from picking it up. We can do things to minimize that variance, of course, but it still remains. I think you have to be OK with the fact that your deck will lose to itself on occasion through no fault of your own. This is the tradeoff we make for having access to some of the most powerful, explosive effects in the format.

Along this point, I want to stress that no deck in Modern is perfect. Our fail rate is based around finding As Foretold, but Boggles fails if they don't have any Boggles. Burn fails if it draws too many or too few lands. KCI combo fails without KCI. Affinity is an aggro deck that plays 10 0 or 1-power creatures. Every deck has its weaknesses. It's just a question of which weakness you're willing to take on and how easy you can minimize that weakness and maximize the deck's strengths.

3) The deck is difficult to build and play. People may roll their eyes on this one, but I think the point holds true. I don't think anyone can just pick this deck up and start winning with it right away. Assuming you have a decent build, you have to know which cards to bring in from the sideboard, which ones to take out, when to cast your creatures, how to play certain matchups and how to play around graveyard hate. While every deck in Modern has its own element of complexity, remember that this deck is only 6 months old and we haven't had a viable combo/control deck in Modern since Spliter Twin. I imagine that many people picked up this deck, had a rough experience, and wrote it off as unplayable.

I wouldn't be posting on this forum or playing the deck if it ended there. I'd like to offer the other side of the issue and list three reasons why I think more people should be playing this deck:

1) The deck matches up well against the rest of the Modern field. Save humans and maybe a few other hyper aggressive decks like burn, I truly believe that the deck is 50/50 or better against the majority of decks in Modern. We have outstanding matchups against control variants, midrange creature decks and other combo decks. Storm, Lantern, Tron and Boggles are all good to great matchups depending on sideboard configurations. The deck combines a fast, proactive gameplan with countermagic and other disruption which makes it good against a large percentage of the field. The additional percentage points gained by LEAF from being a rouge deck are icing on the cake.

2) The deck is legitimately powerful and disruptive. Card advantage matters in Magic and this deck generates more card advantage than any other deck in Modern. Treasure Cruise is banned in Modern and it wasn't that long ago that Ancestral Vision was banned too. Our deck takes full advantage of a bannable effect and it does so in a way that somehow makes that effect better by tutoring for it and generating it for free. The deck plays more counter magic than any other deck in Modern and it has combination of resilient and evasive threats to close the game out quickly. On a raw power scale, the base of this deck is as good as it gets.

3) The deck is a blast to play. Regardless of whether you pick the deck up to hone it or jam games at FNM, the deck is very enjoyable to play and to play against. It's unique and it's fun to watch. The intricate counter magic/gameplay and power appeals to Spike. The combo and novelty appeals to Johnny. Beating down with big creatures likely appeals to Timmy. I think I've enjoyed learning this deck and playing games with it more than I have for any other deck.

I do not have much to comment on, as I simply tilted during g3 against Jund, because when I would control the battlefield with Engineered Explosives for 2, he regenerated all creatures with Golgari Charm. After that I jumped and screwed up all the following plays and subsequent games.

05/15/2018
After recovering psychologically I decided to modify the build I use, where I changed Spell Pierce by Spell Snare, and I had great results, it follows:

1-0: U / W Control
2-0: Jeskai Control
2-0: Valakut
2-0: MonoG Tron

The list I'm using is this, and with each passing day I see how consistent it is. Of course, we can not always win every game because magic, despite all other factors is still a game of luck.

I intend to participate in the GP São Paulo (BR) with her, I tried to play from BR Hollow One, however, I do not have the skill "luck" needed for the deck.
I'm seriously thinking of getting the main deck from the following cards:

Also I put 1 Ratchet Bomb, to be able to deal with threats of cost 1 and cost 2.

The Vendillion Clique, was excellent, because it gave me besides another creature to play in the pass of the opponent's turn, still carry out that situational removal, I found very good, and it puts a lot of pressure.

The first contact with the iteration As Foretold x Living End, was found in the list of 1310hazzard (5-0), and I have been using it since January 2018 in the FNM of life.

I already had a traditional version of the Living End (Jund), but it was very fast though it was very hateful.

I saw that this deck has a huge advantage against: Big Mana, Control and some mid range, however, it suffers a lot for extremely fast decks and with many discards, to be able to handle the environment that I play, I am using the following list: